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Building Usable AR Interfaces
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Building Usable AR Interfaces


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Mark Billinghurst's talk on Building Usable AR Interfaces at the ARE 2012 conference, May 10th 2012

Mark Billinghurst's talk on Building Usable AR Interfaces at the ARE 2012 conference, May 10th 2012

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  • 1. Building Usable AR Interfaces Mark Billinghurst HIT Lab NZ University of Canterbury
  • 2. The Vision of AR
  • 3. To Make the Vision Real..  Hardware/software requirements   Contact lens displays   Free space hand/body tracking   Speech/gesture recognition   Etc..  Most importantly   Usability
  • 4. Usability Issues  Perception   How to make images appear part of real world?  Interaction   How to pick content in mid air?  Social   Do I look stupid?  Cultural   Wave up or down?  Cognitive   How do I remember where everything is?
  • 5. “The product is no longer the basis of value. The experience is.” Venkat Ramaswamy The Future of Competition.
  • 6. Gilmore + Pine: Experience Economy experiences Emotion servicesValue products/tools Function components
  • 7. Build Experiences NOT Applications!
  • 8. Building Compelling AR Experiences ?? experiences Usability applications Interaction tools Authoring components Tracking, Display Sony CSL © 2004
  • 9. The Interaction Design Process
  • 10. Understand Your Users  Workshops or focus groups   Group interviews/activities  Observations   Spending time with users in day to day tasks  Questionnaires   Looking for specific information  Interviews   Good for exploring issues, using props  Documentation   Procedures and rules written down in manuals
  • 11. Consider the Whole User
  • 12. AR as Perception Problem  Goal of AR to fool human senses – create illusion that real and virtual are merged  Depth   Size   Occlusion   Shadows   Relative motion   Etc..
  • 13. TAT Augmented ID
  • 14. AR Rapid DevelopmentPrototyping and User Testing Low Fidelity Prototyping  Sketches  Paper Prototyping  Post-It Prototyping  PowerPoint Prototyping High Fidelity Prototyping  Wikitude, Junaio, Layar, BuildAR etc
  • 15. POST IT PROTOTYPINGCamera  View  with  3D  First  Dra)   Second  Dra)   Third  Dra)   •   Selec8on  highlighted  in   •   Home  bu=on  added  for   blue   easy  naviga8on  to  main   menu  
  • 16. POWERPOINT PROTOTYPING Benefits     •   Used  for  User  Tes8ng   •   Interac8ve   •   Func8onali8es  work  when  following  the  story  of   Scenario  1   •   Quick   •   Easy  arrangement  of  slides   User  Tes8ng   •   Par8cipants  found   •   15  minute  sessions  screen  captured   •   ‘ Talk  Allowed’  technique  used     •   Notes  taken   •   Post-­‐Interview  
  • 17. BuildAR  Stand alone application  Visual interface for AR model viewing application  Enables non-programmers to build AR scenes
  • 18.   Interface Components   Physical components   Display elements -  Visual/audio   Interaction metaphor Physical Display Elements Elements Interaction Metaphor Input Output
  • 19. AR Design Space Reality Virtual Reality Augmented RealityPhysical Design Virtual Design
  • 20. AR Lens Design Principles  Physical Components   Lens handle -  Virtual lens attached to real object  Display Elements   Lens view -  Reveal layers in dataset  Interaction Metaphor   Physically holding lens
  • 21. AR Chemistry (Fjeld 2002)  Tangible AR chemistry education
  • 22. Case Study: LevelHead  Block based game
  • 23. Case Study: LevelHead  Physical Components   Real blocks  Display Elements   Virtual person and rooms  Interaction Metaphor   Blocks are rooms
  • 24. Goal: An AR application to test molecular structure in chemistry  Physical Components   Real book, rotation cube, scoop, tracking markers  Display Elements   AR atoms and molecules  Interaction Metaphor   Build your own molecule
  • 25. AR Chemistry Input Devices
  • 26. Natural Hand Interaction  Using bare hands to interact with AR content   MS Kinect depth sensing   Real time hand tracking   Physics based simulation model
  • 27. Evaluation  Need for more evaluation   2008 -10% AR papers in IEEE, ACM had any evaluation  Informal   Pilot, ‘quick and dirty’  Formal   Lab studies, field studies, heuristic
  • 28. 2D vs. AR Navigation? VS
  • 29. HIT Lab NZ Test Platform – AR View
  • 30. HIT Lab NZ Platform – Map View
  • 31. Distance and TimeNo significant differences
  • 32. Paths Travelled   Red – AR   Blue – AR + Map   Yellow - Map
  • 33. Navigation Behaviour   Depends on interface   Map doesn’t show short cuts
  • 34. Survey Responses
  • 35. User Comments  AR   “you dont know exactly where you are all of the time.”   “using AR I found it difficult to see where I was going”  Map   “you were able to get a sense of where you were”   “you are actually able to see the physical objects around you”  AR+MAP   “I used the map at the beginning to understand where the buildings were and the AR between each point”   “You can choose a direction with AR and find the shortest way using the map.”
  • 36. Building Usable AR Interfaces  Understand user needs   Consider whole user needs -  Physical, emotional, cognitive, social, cultural   Perceptual issues  Design for those needs   Rapid prototyping   Virtual, physical elements, interaction metaphor  Test your design   Formal, informal testing
  • 37. More Information•  Mark Billinghurst –•  Website – –